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authorKenneth Graunke <[email protected]>2012-12-01 23:49:26 -0800
committerMatt Turner <[email protected]>2013-02-28 13:18:59 -0800
commit93066ce1299a7be8f670e527f249940c635605b4 (patch)
tree1e7c958b7feb9a605a6c9f482bc68798990c89f4 /src/glsl/ir.cpp
parent18281d60889c7bb0ef14d2aa8a080cdaead7adb3 (diff)
glsl: Convert mix() to use a new ir_triop_lrp opcode.
Many GPUs have an instruction to do linear interpolation which is more efficient than simply performing the algebra necessary (two multiplies, an add, and a subtract). Pattern matching or peepholing this is more desirable, but can be tricky. By using an opcode, we can at least make shaders which use the mix() built-in get the more efficient behavior. Currently, all consumers lower ir_triop_lrp. Subsequent patches will actually generate different code. v2 [mattst88]: - Add LRP_TO_ARITH flag to ir_to_mesa.cpp. Will be removed in a subsequent patch and ir_triop_lrp translated directly. v3 [mattst88]: - Move changes from the next patch to opt_algebraic.cpp to accept 3-src operations. Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Signed-off-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/glsl/ir.cpp')
-rw-r--r--src/glsl/ir.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/glsl/ir.cpp b/src/glsl/ir.cpp
index 4ccdc42dce0..717d6f610ef 100644
--- a/src/glsl/ir.cpp
+++ b/src/glsl/ir.cpp
@@ -416,6 +416,9 @@ ir_expression::get_num_operands(ir_expression_operation op)
if (op <= ir_last_binop)
return 2;
+ if (op <= ir_last_triop)
+ return 3;
+
if (op == ir_quadop_vector)
return 4;
@@ -502,6 +505,7 @@ static const char *const operator_strs[] = {
"pow",
"packHalf2x16_split",
"ubo_load",
+ "lrp",
"vector",
};